This tool randomizes encounters of Fourth Edition creatures. For now, it only works with stock creatures.
Currently, only stock creatures with names in letters A through O are complete. When P through Z are
completed this page will be updated to reflect that. See the bottom of this page for the latest
change notes.
Choose Generation Rules
Encounter Terrain Type:
Clear
Desert
Forest
Mountains
Radiation Zone
Ruins
Underground
Water
Encounter Adversary Type:
Ark
Arn
Attercop
Badder
Barl Nep
Bear (Black)
Bear (Brown)
Bear (Dire)
Ber Lep
Blaash
Blight
Blood Bird
Brutorz
Cal Then
Carrin
Centisteed
Cren Tosh
Crep Plant
Dabber
Ert
Ert Telden
Fen
Fleshin
Gator
Gren
Gretvol
Groak
Hawkoid
Herkel
Herp
Hisser
Hoop
Hopper
Horl Choo
Jaget
Joardanz
Kai Lin
Katkin
Keeshin
Kenku
Lil
Mantas
Menarl
Narl Ep
Obb
Orlen
Tentacled Ghoul
Max Appearing Constraint:
Default
1
2
3
4
5
6
7
8
9
10
This setting can be used to limit the number appearing for power concerns.
Default will use the official max and min appearing from the rules.
If a max appearing number is chosen it will be respected as far as possible.
If the Max Appearing Constraint choice above is greater than the official Max Appearing in the rules, the rules maximum will be used instead.
If the Max Appearing Constraint choice above is less than the official Min Appearing in the rules, the Max Appearing Constraint will be raised to the rules minimum.
Note: This does not scale loot accordingly. For adversaries with generous group Loot Types, limiting
the number appearing significantly may lead to a massive, lightly defended treasure trove. Also each
of the adversaries in a smaller group may have multiple weapons in such a scenario. Just a warning that
you may have to manually adjust loot and equipped gear if you limit party size.
Examples
One could choose a Max Appearing Constraint of 10 and if Hoops were rolled, then the number appearing
would be randomized between 1 and 10 instead of between 1 and 20 as per the rules.
One could choose a Max Appearing Constraint of 2 and if Badders were rolled, then the number appearing
would be randomized "between 3 and 3" instead of between 3 and 18 as per the rules.
Notes and Limitations
I will probably work on adding in Robots next for when they fall into an encounter result for a particular terrain.
Once I complete a Fourth Edition character generator, I will hook this generator
into that so when results such as Cryptic Alliance, Tribesman, or Random
Mutant are chosen, it will fully generate and equip those adversaries as well.
Stock equipment for the creature type is generated. Pretty elaborate equip rules are used to attempt to assign
operational loot to creatures who are of the appropriate tech level and otherwise able to make use of the
artifact. XP is updated accordingly for equipped creatures. For now, the algorithm assigns usable loot in a
purely round-robin fashion...that is to say that nothing attempts to weight loot towards an alpha or leader of
the group.
Follower creatures are also not yet supported. For example, Carrins should always have 1d4 Blood Birds around,
but this does not yet support randomizing and generating stats for followers.
Change Notes:
Dec 31, 2021:
Hydrogen fuel cells are now properly implemented. Now, just like my algorithm for chemical and solar, if any loose
hydrogen fuell cells with capacity remaining are rolled up in the artifact loot pile, the "10x chemical" capacity
hydrogen multiplier is correctly factored in if the cell is swapped out for an empty or missing cell in an
operational artifact loot pile weapon eligible for equipping to an adversary.
Fixed an issue where rare powercell-dependent melee "default" weapons for creatures didn't get a randomized
power cell. This problem was not with equippable weapons rolled up in the Artifact loot pile. Example: a
creature gets a super-rare Energy Mace as their inherent weapon (before any artifact loot is rolled), before
today, no "hits left" was being calculated for the Energy Mace.
A user pointed out that ammo for the default, inherent weapons for Arks was incredibly low. That led me to
discover that years ago I set the default weapons to use the same logic for artifact loot rolls
(50% chance of powercell, and 50% chance of a weapon having 2d6 rounds of appropriate ammunition). I changed
the default inherent weapon logic to be more generous so now Arks, for example, have much less chance of
having only 1-3 arrows or crossbow bolts.
Armor now has a "metallic" flag so that Hawkoids, for example, can have default armor generated that is limited
to non-metallic armors per their rules.
Hawkoids again surfaced an edge case where it might be appropriate for a creature to have more than 1 of a
category of default equipped weapons. Until now, each creature type had a percent chance of getting a certain
list of weapons or armor in each category (melee, ranged, shield, armor). Now, for example, Hawkoids can have
a rule for 2 melee weapons so they can have 2 knives per their rules since they normally dual-wield.